04-17-2017, 11:42 AM
Quote:Chaos Energy Charge Hands: (600, Physical Strength, Ranged Prof.)
Chaos Energy Charge Hands is a technique that Warren possessed for a brief time when he had his original NFL-R that he had designed himself for the use of Ricky back in his own universe. Since he has managed to recreate his NFL-R, Warren has once more become capable of the technique. The technique involves seven seconds of focused concentration in which he cannot do anything else, which includes protecting himself or executing any other moves during the charging time of this. There are two ways that this move can be utilized when it is charged, both of which do a high amount of damage to anyone who is hit by the technique. The first is melee combat, which the charge lasts about ten seconds or until he hits an opponent, or the move is interrupted by him switching to another move. The second form of the move is meant for ranged combat and allows him to shoot purple beams the length and width of his arms put together at an opponent. The beams travel at the speed of an arrow. Both forms are mildly draining on his stamina and energy reserves. As this cannot be used with any other moves and requires both of his hands in order to use properly the move is somewhat dangerous for him to rely on. This move has a fifteen second cool down during which he cannot use any other energy beam based moves that he has at his disposal that involve blasting his opponents, or charging his hands.
Bo-Staff (300, Physical Strength.)
A weapon that he didn't wield back home, but that was created by Warren out of Omnilium so as to provide him a non-lethal option for attacking his opponents when it comes to melee combat. This staff is black, with gray and purple trim. It can be wielded like a sword but lacks the ability to cut anything that it is used against. However, it can clash with any weapon that is brought up against it. Of course, those with a higher atk stat could likely break this.
Anticorian Cuff (Flavor Item): Forced upon him by Sudden Death in his world, the Anticorian Cuff once provided Warren the means of becoming Wild Card. Now the Anticorian Cuff serves a different purpose for Warren. It acts as a backup to his NFL-R, allowing him to do all of the features he could do with the NFL-R should he somehow lose it. The Anticorian Cuff is actually a set of arm bracers that are worn on both arms. They appear to be made out of a bronze metal.
Bumping my moves for the second time. And since Arle needs her moves to continue posting for me, I am also bumping them for the second time.
Quote:Panotti Flute (Fodder)
A humble elven flute that, when played, returns an echo if it detects a magical item in the immediate area. It does not, however, tell you exactly where the item is.
"Light" (Fodder)
A simple spell that summons a small ball of handheld light to illuminate the immediate area around Arle. Serves the purpose of a flashlight.
"Ice" (300 OM; Ranged Proficiency, Debuff Proficiency)
Arle incants the spell name aloud, conjuring a foot long icicle that exhudes a cloud of wintery energy before her that she can manipulate using her body while it is in close proximity to her. This allows her to launch the icicle as a projectile at the target. This spell has a negligable impact upon Arle's stamina, however because it must be incanted and directed at the opponent before it can actually become dangerous it is always somewhat telegraphed. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. This icicle's primary method of damage is penetration, attempted or otherwise, similar to bullets or bladed weapons. However, the intense icy energy it exhudes cause hypothermia in the target on impact. This manifests itself in a slight delirium and loss of mental falculties that gets stronger with each successive hit. The hypothermia will go away on its own, given a good 30 minutes of being in a warm location for each stack of the debuff. However, it can also be treated by exposure to a full body, dry heat to reduce the debuff's effectiveness early.
"Thunder" (300 OM; Ranged Proficiency, Homing Proficiency, Debuff Proficiency)
Arle incants the spell name aloud and, after a half-second delay, lightning is called down from the sky to smite a foe, phasing straight through any overhanging solid objects on the way. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. Because it is literally lightning-fast, this attack must generally be dodged pre-emptively, rather than reflexively. One would want to begin dodging once Arle begins incanting the attack's name, rather than waiting for her to finish, which makes it a relatively difficult attack to dodge (albeit not impossible). This attack also hits very hard, being lightning and all. The damage done is a combination of brief exposure to extreme heat and shock, as well as a forced muscle contraction that often violently knocks targets to the ground and leaves them briefly more vulnerable to followup attacks. Because of this attack's high power and reliability, it has a somewhat high drain upon Arle's stamina.
"Healing" (300 OM; Homing Proficiency)
By incanting the word aloud, Arle instantly envelops a target in a warm holy aura that soothes their pains and heals their wounds over about five seconds, beginning to taper off after three seconds. The spell has a large range and materializes directly on the target, requiring only that Arle has an approximate idea of their location and a vague idea of who specifically the target is. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. Because this is a pretty powerful healing spell all things considered, it has a moderate drain upon Arle's stamina.
